First of all I'm using pythong 2.7.3 and libtcod 1.5.1
I am following a tutorial found at http://roguebasin.roguelikedevelopment.org/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_2 and have code matching (as far as I can tell) exactly what it is telling me to do.

My code is below. The general idea is to create a white and yellow @ , the white @ can be controlled with the arrow keys. However when I run this program code I get the following traceback when I try and press an arrow key only.

Traceback (most recent call last): line 70 in <module> for object in object: TypeError: iteration over non-sequence

Press any key to continue etc. Note I'm using Notepad ++ not the IDLE at the suggestion of the tutorial

import libtcodpy as libtcod

#actual size of the widnow
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
LIMIT_FPS = 20

class Object:
    #this is a generic object: the player, a monster, an item, the stairs . . .
    #it's always represented by a character on screen
    def __init__(self, x, y, char, color):
        self.x = x
        self.y = y
        self.char = char
        self.color = color
    def move(self, dx, dy):
        #move by the given amount
        self.x += dx
        self.y += dy
    def draw(self):
        #Set the color and then draw the character that represents this object at this position
        libtcod.console_set_default_foreground(con, self.color)
        libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
    def clear(self):
        #erase the character that represents this object
        libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)


def handle_keys():
    global playerx, playery
    key = libtcod.console_wait_for_keypress(True)
    if key.vk == libtcod.KEY_ENTER and key.lalt:
        #Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

    elif key.vk == libtcod.KEY_ESCAPE:
        return True #exit game
    #movement keys
    if libtcod.console_is_key_pressed(libtcod.KEY_UP):
        player.move(0, -1)
    elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
        player.move(0, 1)
    elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
        player.move(-1, 0)
    elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
        player.move(1, 0)


###############################################
# Initialisation & Main Loop                  #
###############################################

libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)

#create object representign the player
player = Object(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, '@', libtcod.white)

#create an NPC
npc = Object(SCREEN_WIDTH/2 - 5, SCREEN_HEIGHT/2, '@', libtcod.yellow)  

#the list of objects with those two
objects = [npc, player] 


while not libtcod.console_is_window_closed():

    #draw all objects in the list
    for object in objects:
        object.draw()
    #blit the contents of "con" t othe root console and present it
    libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
    libtcod.console_flush()
    #erase all objects at their old locations, before they move
    for objects in objects:
        object.clear()
    #handle keys and exit game if needed
    exit = handle_keys()
    if exit:
        break

Solved it myself. For reference I had objects instead of object where I was trying to clear the screen. The traceback didn't really help in this case.

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